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	<title>利用者:LeonardoSegovia/GSoC 2018/Reports/Week 4 - 版の履歴</title>
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	<updated>2026-08-02T11:38:14Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:LeonardoSegovia/GSoC_2018/Reports/Week_4&amp;diff=154723&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:24:10Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:24時点における版&lt;/td&gt;
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		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:LeonardoSegovia/GSoC_2018/Reports/Week_4&amp;diff=154722&amp;oldid=prev</id>
		<title>wiki&gt;LeonardoSegovia: Post Week 4 report</title>
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		<updated>2018-06-08T18:33:00Z</updated>

		<summary type="html">&lt;p&gt;Post Week 4 report&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Week 4 =&lt;br /&gt;
&lt;br /&gt;
Hi everyone! Yet another week's now gone. This is my report.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
This week, I think we've finished the Weeks 4-5 objectives:&lt;br /&gt;
&lt;br /&gt;
* Test shader functionality. If working, release test build.&lt;br /&gt;
* Evaluate received feedback. Start bug fixes.&lt;br /&gt;
&lt;br /&gt;
== What's been done ==&lt;br /&gt;
&lt;br /&gt;
* Added some documentation to the node's parameters ({{GitCommit|rB9973c2c26f3554660546dd3452ae1234f447a00b}}).&lt;br /&gt;
* Separated each mode's parameters into their own sockets.&lt;br /&gt;
** Melanin: {{GitCommit|rB31c3476fd31c2e497a3508e3b2390a3f9c18d945}}&lt;br /&gt;
** Direct coloring: {{GitCommit|rB30369e55c1458832b4057bf94a78a66fee2e15f7}}&lt;br /&gt;
** Absorption coefficient: {{GitCommit|rB8547643039a22cc998479b016660d54079851ea8}}&lt;br /&gt;
* It seems that d'Eon's melanin mapping works as an absolute quantity, not as a ratio, so I lifted the established max melanin. ({{GitCommit|rB6d8eb3bdbceb09da8229946461eaff377e395e44}})&lt;br /&gt;
* Added PBRT's and Benedikt Bitterli's sane defaults ({{GitCommit|rBb891aa81094707c36504b28b40ace7996401be3c}}, {{GitCommit|rB257a7701e04db99bd5c9def75729dc07042bcb47}})&lt;br /&gt;
** What does this mean? By default, the shader should return in all its modes brownish hair.&lt;br /&gt;
** I decided to follow Bitterli's defaults wrt. melanin concentration because his reference render (in Tungsten) used pheomelanin to achieve the desired colors.&lt;br /&gt;
* Added the ability to dye hair ({{GitCommit|rB6e8ab6d2139590c5454f146746dc8d990b4d7e84}}).&lt;br /&gt;
** To use it, simply set the melanin to a low quantity and then choose the desired color.&lt;br /&gt;
** This ability was inspired in [https://www.chaosgroup.com/blog/v-ray-next-the-science-behind-the-new-hair-shader the new V-Ray hair shader].&lt;br /&gt;
** I don't know if the way I did it is exactly how it should work, but it surely looks nice!&lt;br /&gt;
* Added Melanin and Roughness randomization ({{GitCommit|rBf1bcaabb8ad141356aa217bd3f0b49b684a23f5b}}, {{GitCommit|rBb7d540f245aa4adf48ea0481f686a46cbc812ec1}}, {{GitCommit|rBc33fbdb9cc68bc7dd8f7e14cba9eece4d1b19e12}}, {{GitCommit|rB1eb55b6d12bd5741c866d0406b8e37088db01166}}, {{GitCommit|rB332b2d6206c128bd7ac2474c8b80a55a1fcc64af}})&lt;br /&gt;
** This lets you add further realism by varying the properties of each strand.&lt;br /&gt;
** To use it, set the &amp;amp;quot;(Parameter) Randomization&amp;amp;quot; factor to how much (less) of the desired factor you wish your hairs to have. This is implemented as a linear progression, e.g. 0 = no randomization at all, 0.5 = hairs can have as much as 50% less melanin or roughness, 1 = completely random up to the specified value.&lt;br /&gt;
** Do notice that this needs Hair Info-&amp;amp;gt;Random or other number source to work.&lt;br /&gt;
** If you wish to disable this feature, EITHER set the Randomization factor to 0, OR unsocket the random source and set Random to 0.5.&lt;br /&gt;
* Merged the latest &amp;lt;code&amp;gt;master&amp;lt;/code&amp;gt; commits ({{GitCommit|rB9e59a1f7b5c0aca666cda737936d9fb5621423f4}}).&lt;br /&gt;
** Two formatting issues were fixed.&lt;br /&gt;
&lt;br /&gt;
The node now looks like this:&lt;br /&gt;
&lt;br /&gt;
[[File:ZootopiaShaderNode-DirectColoring-week-4.png|thumb|center|256px|The node's current appearance and sockets for the Direct Coloring mode.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ZootopiaShaderNode-MelaninConcentration-week-4.png|thumb|center|256px|The node's current appearance and sockets for the Melanin Concentration mode.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ZootopiaShaderNode-AbsorptionCoefficient-week-4.png|thumb|center|256px|The node's current appearance and sockets for the Absorption Coefficient mode.]]&lt;br /&gt;
&lt;br /&gt;
nirved on IRC provided me with a reference scene that implements Bitterli's &amp;amp;quot;Hair Curls&amp;amp;quot;. These images were rendered with the following properties:&lt;br /&gt;
&lt;br /&gt;
* For all hair curls:&lt;br /&gt;
** Offset: 2.5º&lt;br /&gt;
** Roughness: 0.3 azimuthal and longitudinal&lt;br /&gt;
** Primary Reflection Roughness: 1.0 (i.e. disabled)&lt;br /&gt;
** Randomness: left 0 (i.e. disabled), 1 right (i.e. fully randomized)&lt;br /&gt;
** Hair width: 2&lt;br /&gt;
** Hair strands: 1 parent, 1000 children, Simple&lt;br /&gt;
** Random source: Hair Info -&amp;amp;gt; Random -&amp;amp;gt; Modulo 0.05 -&amp;amp;gt; Multiply 20&lt;br /&gt;
*** Reduced the number of possible variations in exchange for more distinctiveness&lt;br /&gt;
* For each curl:&lt;br /&gt;
** Dark: Melanin 0, Melanin Redness 8&lt;br /&gt;
** Brown: Melanin 0, Melanin Redness 3&lt;br /&gt;
** Red: Melanin 0, Melanin Redness 1.3&lt;br /&gt;
** Blond: Melanin 0, Melanin Redness 0.35&lt;br /&gt;
* Sampling: Branched path tracing, 784 samples (Square), max 64 bounces, Clamp Indirect 25, and Denoised (default parameters, but enable for all modes)&lt;br /&gt;
&lt;br /&gt;
[[File:nirved-HairCurls-norandom.png|thumb|center|500px|nirved's scene rendered with no randomized parameters.]]&lt;br /&gt;
&lt;br /&gt;
[[File:nirved-HairCurls-10.png|thumb|center|500px|nirved's scene rendered with 10% randomness.]]&lt;br /&gt;
&lt;br /&gt;
[[File:nirved-HairCurls-25.png|thumb|center|500px|nirved's scene rendered with 25% randomness.]]&lt;br /&gt;
&lt;br /&gt;
[[File:nirved-HairCurls-50.png|thumb|center|500px|nirved's scene rendered with 50% randomness.]]&lt;br /&gt;
&lt;br /&gt;
[[File:nirved-HairCurls-100.png|thumb|center|500px|nirved's scene rendered with 100% randomness.]]&lt;br /&gt;
&lt;br /&gt;
== Next up ==&lt;br /&gt;
&lt;br /&gt;
Depending on user feedback, I may change the existing melanin mapping from ''absolute concentration'' to ''ratio of eu/pheomelanin'' v. ''concentration factor''. I don't know what maximum should we choose or the relationship between concentration factor and resulting absolute quantity (linear? logarithmic?). There is no data on this in either Pharr's or d'Eon's paper.&lt;br /&gt;
&lt;br /&gt;
Please note that the university has asked me to prepare a public class as part of the examination process for my old TA post (lapsed at the end of March, prior to GSoC). Therefore, next week I may not be available immediately for bug fixes and new features.&lt;br /&gt;
&lt;br /&gt;
If no bugs or feature requests arise in the next weeks, I'll begin designing tests. In the BA thread there have been requests for .blend hairstyles for this purpose -- it'll be great if you could post them!&lt;br /&gt;
&lt;br /&gt;
== Questions ==&lt;br /&gt;
&lt;br /&gt;
* Do you feel the current features are sufficient and/or correct for usage by artists?&lt;br /&gt;
** What would you add, change, or remove, if anything?&lt;/div&gt;</summary>
		<author><name>wiki&gt;LeonardoSegovia</name></author>
		
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